- Render textures are drawn into: cameras with a targetTexture render before the screen's (each on its own, with the texture's aspect and the background's alpha), Graphics.Blit (its own pass: scale, offset and every channel) and Graphics.CopyTexture (on the GPU) write them, and anything that samples textures can show them. Each has a sampled texture (bindless included) and an attachment; a row-flipping pass moves pixels between the two, since textures keep Unity's bottom-first rows. Render texture passes write alpha (opaque surfaces 1), the screen's don't.
.renderTextureassets import. render_textures(6000.3): settings, default formats, temporaries and reuse, and a camera's pixel size and conversions with a target texture.- Corpus: street-racing's minimap and Bowl-Master's top camera draw into their textures; TurboTrack2D's parallax background blits into a render texture and copies into its sprite.
- Next: GL and DrawMeshNow into RenderTexture.active (TurboTrack's road and sprites); ReadPixels from render textures; CompositeCollider2D; effector forces; Odin-serialized fields; UI Toolkit.
Phase 6 · Slice 16 ·